This commit is contained in:
2022-10-01 20:33:37 +02:00
parent 16ff3760c8
commit 3489b69334
37 changed files with 7 additions and 8385 deletions

View File

@@ -5,11 +5,7 @@
#include "Light.h"
#include "Scene.h"
#include "ShaderProgram.h"
#include "VertexArray.h"
#include "Window.h"
#include "resources/Model.h"
#include "resources/ResourceHandler.h"
#include "resources/Texture.h"
#include "util/Log.h"
#include <GLFW/glfw3.h>
@@ -60,7 +56,7 @@ void Controller::run()
glm::vec3 lightColor{1., 1., 1.};
// This is the game loop
while (!glfwWindowShouldClose(m_gameWindow->glfw_window().get())) {
while (glfwWindowShouldClose(&m_gameWindow->glfw_window()) == GLFW_FALSE) {
// --- Timing ---
limit_framerate();
@@ -69,7 +65,7 @@ void Controller::run()
m_scene->updatePointLight(0, true, m_scene->getEntityByName("light")->getPosition(), lightColor, INTENSITY);
m_scene->updateDirectionalLight(true, m_scene->getDirectionalLight()->getDirection(), lightColor);
getShaderProgramByName("lightProgram")->bind();
getShaderProgramByName("lightProgram")->setUniform("v_lightColor", glm::vec3{1., 1., 1.} * 100.0f);
getShaderProgramByName("lightProgram")->setUniform("v_lightColor", glm::vec3{1., 1., 1.} * 100.0F);
getShaderProgramByName("lightProgram")->unbind();
// --- Render and buffer swap ---
@@ -87,7 +83,7 @@ void Controller::run()
m_postProcessFrameBuffer->unbind();
m_postProcessFrameBuffer->drawOnEntireScreen();
glfwSwapBuffers(m_gameWindow->glfw_window().get());
glfwSwapBuffers(&m_gameWindow->glfw_window());
// Update window size
if (m_gameWindow->dimensions_changed()) {
@@ -101,7 +97,7 @@ void Controller::run()
auto const &key_input = m_gameWindow->key_input();
auto const &mouse_cursor_input = m_gameWindow->mouse_cursor_input();
auto const &mouse_button_input = m_gameWindow->mouse_button_input();
// auto const &mouse_button_input = m_gameWindow->mouse_button_input();
m_camera->updatePositionFromKeyboardInput(key_input, (float)m_deltaTime);
@@ -137,7 +133,7 @@ void Controller::update_window_dimensions()
m_postProcessFrameBuffer->changeDimensions(dimensions.first, dimensions.second);
}
void Controller::updateExposure(ShaderProgram &shaderProgram)
void Controller::updateExposure(ShaderProgram &shaderProgram) const
{
shaderProgram.bind();
shaderProgram.setUniform("u_exposure", m_exposure);